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[idea and question]Making Characters to Monsters
Discussion on [idea and question]Making Characters to Monsters within the CO2 Private Server forum part of the Conquer Online 2 category.
06/13/2013, 00:18
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#31
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good,
next thing gona try to see if i can add the size in server side also.
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06/14/2013, 07:29
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#32
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does anyone know if there is a way to fix the hp bar for the monsters
coz when i am using body 1004 its losing the hp bar
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06/14/2013, 12:27
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#33
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It has to do with monster.dat
#Edit
Wait no. In your case it's because the UID is that of a player, thus meaning there is no hp bar. Take a look here:
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06/14/2013, 15:24
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#34
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Dear lord, took them 7 hours, will took me 7 month.
for the guards i am going to use database system.
but for few monsters i think i will use client system and i think some of you will agree with me coz lets look at this.
1. every time you kill it count as a player and the system keep spamming there names.
2. there names must be red or something to kill which is a bit annoying
3. after they are dead they still spam there names in the ground for few sec
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06/14/2013, 15:57
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#35
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Quote:
Originally Posted by LordGragen.
Dear lord, took them 7 hours, will took me 7 month.
for the guards i am going to use database system.
but for few monsters i think i will use client system and i think some of you will agree with me coz lets look at this.
1. every time you kill it count as a player and the system keep spamming there names.
2. there names must be red or something to kill which is a bit annoying
3. after they are dead they still spam there names in the ground for few sec

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check p4n's reply about the uid.
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06/14/2013, 18:47
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#36
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acualy nvm, i think until my project is done i can think of something about there hp,
not gona let this go, i can make many good monsters with this system
+ giving avatar to monsters will be something good
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06/14/2013, 22:17
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#37
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Attach a proxy to the server and do child windows for the Conquer Window, although you can't do it directly unless you reverse the client since it checks for legimate child windows using EnumChildWindows from the win api, however you can do some fake child window where it's acting like a child window, but is actually an extern application. Don't know how to explain it better.
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06/14/2013, 22:27
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#38
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Quote:
Originally Posted by Super Aids
Attach a proxy to the server and do child windows for the Conquer Window, although you can't do it directly unless you reverse the client since it checks for legimate child windows using EnumChildWindows from the win api, however you can do some fake child window where it's acting like a child window, but is actually an extern application. Don't know how to explain it better.
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idk what you mean by that but it didnt help, thx tho.
i am not bothering to find out the hp bar thing not at list this week, have allot of things to do then the game.
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06/16/2013, 00:20
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#39
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i just came up with a idea how to make the hp system work on player-monster and
impulse helped me make my idea work  and i am very happy with it, not the best one but this will work.
 you hit the monster it will drop there % until they die
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06/16/2013, 08:24
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#40
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that looks really hackish but whatever works i suppose lol
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06/16/2013, 10:56
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#41
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I've just been quietly observing from time to time, and I saw the most recent packet wasting method you've come up with. Why are you wasting packets for a changing monster name for a health display option that looks far less professional than an actual health bar? What is the goal in not using the health bar? "i am not bothering to find out the hp bar thing"? It's Monster.dat, and members have already suggested that to you. Please listen to them. All monster types have to be defined by the client to show the health bar. As far as the red name option, that's because your identity range for monsters is incorrect (also suggested by members). Why are you asking us questions to ignore us? Please do as we are suggesting to fix your problem, else why bother asking us? Thank you.
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06/16/2013, 11:14
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#42
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Fang, about the identity range. It's the only way it's possible to display gears dynamically for monsters, since they do not support gear when their identity is below 1000000.
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06/16/2013, 12:04
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#43
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Fang, you should have researched the spawn packet by now.. I mean you had researched most of the basic packets...
If you use an 500k > UID && UID < 400k, it will act as monster with hp bar but no gears.
If you use more than 1kk as UID it will be spawned as player with gears and no hp bar.
That's why procsdev actually worked on spawning a HP bar for players. (check their proof of concept)
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06/16/2013, 12:25
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#44
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I think you switched around on 400k and 500k ^_^
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06/16/2013, 12:36
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#45
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first when alberto said try 400k - 500k see if its working,
i tryed it but all i can see was the mesh of the monster thats it, it was not allowing me to put there weapons,
but when we made the UID high it lost the hp bar since the monster is treated by player and a good coder spent 7 hours trying to figure how to add that to a player (player-monster) so yah.
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